How about a class that kind of works like the synthesist summoner but modifies their body like an alchemist but with machinery like the artificer, I can totally see a character with multiple mechanical arms he uses for aid in his mechanical creation and use them in combat, or even get an eye implant for true sight, built in jetpacks would be a hilariously awesome thing too.
(who hasn't wanted a jetpack at some point?)

What about a Swordsman who learns to pull inherent Magical abilities out of a given weapon.

Unlike a SpellSword, where it's the characters magic and the weapon is a channel, he can take any blade, even a few mundane ones and pull out a magical effect from it.

For instance, your common everyday longsword, he might be able to pull off a keen spell effect, but with something like a +2 Flaming burst Greatsword, he could pull out a spell effect that's similar in most ways to a Fireball spell.

I just like the idea of a weaponmaster-type Fighter, loaded down with weapons of all shapes and sizes.

i think Paizo needs to give you a job or you need to start your own little business cause you have a gift it seems

+1

I was wondering if you could make a class based off of the Puppet Technique. It would be fun to see your take on it.

Detective Dee and the Mystery of the Phantom Flame had some killer puppeteers like that in that shadow city. Neat idea, maybe combine it with that blue magic/chakra alternative magic system with the essences and stuff.

How about a class that kind of works like the synthesist summoner but modifies their body like an alchemist but with machinery like the artificer, I can totally see a character with multiple mechanical arms he uses for aid in his mechanical creation and use them in combat, or even get an eye implant for true sight, built in jetpacks would be a hilariously awesome thing too.

(who hasn't wanted a jetpack at some point?)

Look for a thread in these forums called List of Artificer Classes. That will have something that you want.

Perhaps a Monk that specializes in heavier monk weapons, Such as a ball and chain, or those large metal-shod clubs you see sometimes. I forget the names.

Quote:

Detective Dee and the Mystery of the Phantom Flame had some killer puppeteers like that in that shadow city. Neat idea, maybe combine it with that blue magic/chakra alternative magic system with the essences and stuff.

Well here is an NPC class I use, they are only 10 levels long since I really don't think NPC classes should even be higher than that. This classes are similar to the Ultimate NPC classes that are also 10 levels and are really good also.

Class Features
All of the following are class features of the warrior.

Weapon and Armor Proficiency: The warrior is proficient in the use of all simple and martial weapons. He is also proficient with light and medium armors and shields (except tower shields).

Signature Weaponry: At 1st level warriors are proficient with all racial and cultural weapons and armor of their people. For example, Humans Warriors from Taldor are proficient with the Falcata.

Flesh-Wound (Ex): Starting at 3rd level a warrior can shrug some damage from a blow, making it less threatening that it otherwise could be. Once per day, when taking damage, he can use this ability and reduce the damage by 2 points at 3rd level and increases by 2 every 2 levels thereafter. At 5th level and every 2 levels thereafter, a warrior can use this ability one more time per day. Flesh-wound can be used no more than once per attack and is an immediate action (a free action usable outside your turn).

Advanced Training (Ex): At 4th level a warrior improves his familiarity with racial weapons. He becomes proficient with heavy armor and tower shields.

Unshakable Morale: At 5th level Warriors never have to make Morale checks and receive a +2 bonus on saves vs. Fear.

Rank: 8th level Warriors are qualified to lead troops, and have the Leadership feat given to them.

Loyal to Death: At 10th level Warriors will fight to the death and remain conscious when below 0 hit points (they are still staggered as normal).

Bonus Feat: A warrior gains bonus feat. This can be any feat designated as bonus fighter feat.

Class Features
All of the following are class features of the tribesman.

Weapon and Armor Proficiency: The tribesman is proficient in the use of all simple and martial weapons. He is also proficient with light and medium armors and shields (except tower shields).

Homeland: At tribesman gains a +2 bonus to Stealth and Survival when they are within the terrain type and geographical area of their tribal homeland.

Terrain Bonus: A tribesman takes great advantage of his homeland’s features and gains a deflection bonus to Armor Class when in their Homeland.

Furious Blow: A tribesman can make a melee attack to strike for extra damage. He can use this ability before determining if the attack hit or not. The extra damage is +1 per 2 tribesman levels. A tribesman can't use furious blow with light weapons, can't deal nonlethal damage with that attack, and can't use furious blow more than once per round.

Burst of Speed: A tribesman can move faster to reach his opponents. He can increase his land speed by +10 ft. for once per round as part of a charge only.

Armored Casting (Ex). The beguiler does not suffer the chance of arcane spell failure when she wears light armor and is casting spells from her beguiler spell list.

Cantrips (Sp). The beguiler can cast the seven 0 level spells from the beguiler spell list at will as a spell-like ability.
Trapfinding (Ex). As the rogue ability of the same name.

Cloaked Casting (Ex). Beginning at 2nd level, the beguiler's spells become more effective against unwary opponents. At 2nd level, the beguiler gets a +1 bonus to the Save DC of any spell she casts against a target that is denied their Dexterity bonus to AC (whether or not they actually have a Dexterity bonus).
At 8th level, the beguiler gains a +2 bonus to overcome the spell resistance of an affected target.
At 14th level, the bonus to her spell DCs increase to +2
At 20th level, the beguiler automatically overcomes the spell resistance of an affected target.

Surprise Casting (Ex). The beguiler can use the Bluff skill to feint in melee combat to deny an opponent its Dexterity bonus to AC (if any) on the next melee attack she makes or the next spell she casts.
At 6th level, she can feint in combat as a move action. If she already has the Improved Feint feat, she can now feint in combat as a swift action.
At 12th level, she can feint in combat even if she isn't in melee with the target of her feint. She can be as far away as 5 feet per point of Intelligence bonus she has.
At 18th level, she can feint in combat as a swift action. If she has the Improved Feint feat, she can feint in combat as a free action.

Advanced Learning (Ex). At 3rd level, and every odd level thereafter, the beguiler can add a single Enchantment or Illusion spell up to the highest spell level she can cast to her spell list. Alternatively, she can add any other Sorcerer/Wizard spell to her spell list, but it is treated as if it were 1 level higher than normal.

Bonus Feats. At 4th level, the Beguiler gains Silent Spell as a bonus feat. At 10th level, she gains Still Spell as a bonus feat. At 16th level, she gains Extend Spell as a bonus feat. If the beguiler already has one of the listed feats already, she may instead choose any metamagic feat she qualifies for instead.

Completely understandable. I was looking into Anima Beyond fantasy and wanted something similar to their Technician class.

Which is basically a class that manipulates Ki to apply spell effect to their weapons. There are only 5 ki powers attainable and they are school dependent, so it is something similar to a Magus you could use as skeleton but Technicians use no spells all their abilities are martial + their ki techniques that are weapon dependent.

Technician usually learn 1 school only and sometimes they go into other schools but only for the lower abilities since they can only master 1 school. (very costly exp wise to master 2 but possible, just not likely to happen).

I really like the new Magus. Could a Base Class for Elves be constructed to embody a 'jack of all trades' deliatente (sp)? Say a good Base attack bonus, Ranger-esque woodsey skills and just enough Druid stuff to be a poor excuse. Light armor, bow skills and so on.

Spiritual Armor (Su): The spirits of the berserker’s tribe protect him. The berserker adds his Charisma modifier as an armor bonus to his AC. At 4th level, and every 4 levels thereafter, this bonus increases by 1. This is a force effect.

Spirit Guides (Su): At 1st level, the berserker gains 3 spirit guides: one ancestral, one bestial, and one elemental. At 5th level, and every 4 levels thereafter, he gains an additional spirit guide. Once a day, the berserker can perform a 1 minute ritual and bind with one of his spirit guides. For 24 hours, the berserker gains the level appropriate spirit powers and spirit trance ability of the bound spirit guide.

Spirit Power (Su): At 1st level, 3rd level, and every 4 levels thereafter, the berserker gains a spirit power; these spirit powers are determined by the spirit guide that the berserker is bound to.

Spirit Trance (Su): At 1st level, the berserker can enter a spirit trance a number of rounds per day equal to 4 + his Charisma modifier. At 2nd level, and every level thereafter, the berserker increases the number of rounds he can enter his spirit trance by 2. The rounds do not need to be consecutive. The berserker is fatigued for 2 rounds for every 1 round he spent in the spirit trance, and the berserker cannot enter a spirit trance while fatigued or exhausted. The type of spirit trance the berserker can use is determined by the spirit guide he is bound to.

Bonus Feat: At 2nd level, and every 2 levels thereafter, the berserker gains a bonus combat feat. The berserker must meet the requirements of the selected feat.

Spirit Touch (Su): At 4th level, the berserker treats his unarmed strikes and natural attacks as if they were ghost touch weapons.

Twin Spirits (Su): At 8th level, the berserker can bind with two spirit guides at once; these spirit guides must be two different kinds of spirit guides (ancestral, bestial, or elemental).

Improved Spirit Trance (Su): At 12th level, the berserker’s spirit trance improves. The exact details of this improvement are explained under the description of the berserker’s spirit guide.

Triumvirate Spirits (Su): At 16th level, the berserker can bind with three spirit guides at once; the berserker can bind with one ancestral spirit, one bestial spirit, and one elemental spirit.

Ultimate Spirit Trance (Su): At 20th level, the berserker’s spirit trance improves again. The exact details of this improvement are explained under the description of the berserker’s spirit guide.

Spirits Guides:

Spirit Guides:

Ancestral Spirits:

Brute:
Spirit Trance:
Hulking Brute (Su): The berserker can use enlarge person (self only) as a swift action. At 12th level, he gains a +4 size bonus to Strength when using enlarge person. At 20th level, he gains a +6 size bonus to Strength when using enlarge person.
Spirit Powers:
1. Brutal Weapon: The berserker can wield simple weapons that are one size category larger than his size with no penalty.
3. Brutal Manner: The berserker gains a +1 size bonus to his CMB and CMD and the berserker is considered 1 size category larger for the purposes of determining if he can be subjected to a special attack, such as grab or swallow whole.
7. Brutal Breaker: The berserker adds half his level on damage rolls against objects.
11. Brutal Speed: The berserker’s speed increases by 10 feet.
15. Greater Brutal Weapon: The berserker can wield weapons he is proficient it that are one size category larger than his size with no penalty.
19. Brutal Strike: The berserker adds double his Strength modifier (instead of 1 ½ his Strength modifier) when he wields a weapon two-handed.
20. Brutal Might: The berserker adds double his Strength modifier when he wields a weapon one-handed, and triple his Strength modifier when he wields a weapon two-handed. The berserker is immune to any effect that would reduce his size or Strength, including penalties to Strength or Strength damage or drain.

Rider:
Spirit Trance:
Bestial Charge (Su) While riding his mount, the berserker adds his mount’s Strength modifier to his melee damage rolls when he charges. At 12th level, while riding his mount, the berserker adds his mount’s Strength modifier to his melee attack rolls when he charges. At 20th level, while the berserker rides his mount, he adds its Strength modifier to all melee attack and damage rolls.
Spirit Powers:
Mount (Su): At 1st level, the berserker gains the service of a loyal and trusty steed to carry him into battle. This mount functions as a druid’s animal companion, using the berserker’s level as his effective druid level. The creature must be one that he is capable of riding and is suitable as a mount. A Medium berserker can select a camel or a horse. A Small berserker can select a pony or wolf, but can also select a boar or a dog if he is at least 4th level. The GM might approve other animals as suitable mounts.
A berserker does not take an armor check penalty on Ride checks while riding his mount. The mount is always considered combat trained and begins play with Light Armor Proficiency as a bonus feat. A berserker’s mount does not gain the share spells special ability.
Mounted Feats (Su): At 3rd level, and every 4 levels thereafter, the berserker may select one of the following feats. He must meet the requirements of the selected feat.
Animal Affinity, Mounted Archery, Mounted Combat, Mounted Shield, Mounted Skirmisher, Ride-by Attack, Skill Focus Ride, Spirited Charge, Trample, Trick Riding, Unseat.
Master Rider (Su): At 20th level, The berserker gains a +20 bonus on Ride checks to avoid being dismounted. A number of times per day equal to his Charisma modifier, an immediate action, the berserker can cast heal mount, targeting his mount, whenever its hit point total falls below the number of hit dice it has.

Scout:
Spirit Trance:
Skirmish (Su): At 1st level, if the berserker moves 10 feet or more in a round, he adds his Dexterity modifier to his damage rolls; if he is using a ranged weapon, he must be within 30 feet of his target to cause this additional damage. His speed increases by 10 feet.
At 12th level, if the berserker moves 10 feet or more in a round, he adds his Dexterity modifier + his sneak attack damage to his damage rolls. His speed increases by 20 feet.
At 20th level, the berserker can move his speed and perform a full attack action. His speed increases by 30 feet.
Spirit Powers:
At 1st level, the berserker gains the Trapfinding ability. He adds half his berserker level (minimum +1) to his Disable Device and Perception skill checks to find or disable traps.
At 3rd level, the berserker gains the ability to sneak attack for 1d6 points of damage; this sneak attack increases by 1d6 at 7th level and every 4 levels thereafter.
At 20th level, the berserker adds his sneak attack damage to all critical hits.

Bestial Spirits:

Bear:
Spirit Trance: The berserker gains a +4 racial bonus to Constitution and two claw attacks that do damage equal to the unarmed strike of a monk of the berserker’s level. At 12th level, the racial bonus to Constitution increases to +6. At 20th level, the racial bonus to Constitution increases to +8.
Spirit Powers:
1. Bear Hug (Su): If the berserker hits a single opponent with both claws in the same round, he may make a grapple check as a free action.
3. Improved Bear Hug (Su): The berserker can constrict for an amount of damage equal his claw attack with a successful grapple check.
7. Claws of the Bear (Su): The berserker receives one of the following as a bonus feat; he does not need to meet the requirements of the selected feat. Each time the berserker binds with Bear Spirit, he may choose the same or a different feat as his bonus feat.
Body Shield, Brutal Grappler, Eldritch Claws, Greater Grapple, Improved Grapple, Improved Critical (claw), Pinning Knockout, Pinning Rend, Rapid Grappler, Rending Claws, Sleeper Hold, Weapon Focus (claw).
11. Fearsome Grapple (Su): Any creature that is grappled by the berserker must make a successful Will save with a DC of 10 + the ½ the berserker’s character level + the berserker’s Charisma modifier or be shaken for a number of rounds equal to the berserker’s Charisma modifier.
15. Rending Claws (Su): If the berserker hits with two or more natural attacks in 1 round, he can cause tremendous damage by latching onto the opponent’s body and tearing flesh. This attack deals an additional amount of damage equal to one of the berserker‘s claws + 1 ½ times the berserker‘s Strength bonus.
19. Greater Fearsome Grapple (Su): Opponents that successfully save against the berserker’s Fearsome Grapple ability are shaken for 1 round.
20. Greater Bear Hug (Su): When the berserker constricts, he causes double normal claw damage.

Bull:
Spirit Trance: The berserker gains a +4 racial bonus to Strength and a gore attack that does damage equal to the unarmed strike of a monk of the berserker’s level. At 12th level, the racial bonus to Strength increases to +6. At 20th level, the racial bonus to Strength increases to +8.
Spirit Powers:
1. Charging Bull (Su): Whenever the berserker charges an opponent and successfully hits it, he may make a bull rush attempt as a free action.
3. Bull Headed (Su): The berserker gains a +2 bonus on Will saves.
7. Horns of the Bull (Su): The berserker receives one of the following as a bonus feat; he does not need to meet the requirements of the selected feat. Each time the berserker binds with Bull Spirit, he may choose the same or a different feat as his bonus feat.
Bull Rush Critical, Greater Bull Rush, Improved Bull Rush, Improved Critical (gore), Pushing Assault, Quick Bull Rush, Rhino Charge, Weapon Focus (gore).
11. Trample (Su): As a full-round action, the berserker can attempt to overrun any creature that is at least one size category Smaller than himself. This works just like the overrun combat maneuver, but the berserker does not need to make a check, he merely has to move over opponents in his path. Targets of a trample take an amount of damage equal to the berserker‘s gore attack. Targets of a trample can make an attack of opportunity, but at a –4 penalty. If targets forgo an attack of opportunity, they can attempt to avoid the berserker and receive a Reflex save to take half damage. The save DC against the berserker’s trample attack is 10 + 1/2 the berserker’s character level + the berserker’s Strength modifier. The berserker can only deal trampling damage to each target once per round, no matter how many times his movement takes him over a target creature.
15. Stampede (Su): The berserker can use his Trample ability against targets of his size or smaller, and the Reflex save DC to reduce the Trample’s increases by +2.
19. Pushing Bull Rush (Su): Whenever the berserker successfully pushes an opponent back using the bull rush combat maneuver, the target of his bull rush is moved back an additional 1d6 x 5 feet if it fails a Reflex save with a DC of 10 + ½ the berserker’s character level + the berserker’s Strength modifier.
20. Sudden Charge (Su): As an immediate action, the berserker can use the charge action.

Elemental Spirits:

Sun
Spirit Trance:
The berserker gains fire resistance 10 and adds +1d6 points of fire damage on a successful hit.
At 12th level, his fire resistance increases to 20, and he adds +2d6 points of fire damage on a successful hit.
At 20th level, he gains fire immunity, and he adds +3d6 points of fire damage on a successful hit.

Spirit Powers
1. Spark (Su): The berserker can use spark at will.
3. Burning Gaze (Su): The berserker can spend 2 of his daily rounds of spirit trance and use burning gaze.
7. Fire Shield (Su): The berserker can spend 4 of his daily rounds of spirit trance and use fire shield.
11. Detonate (Su): The berserker can spend 6 of his daily rounds of spirit trance and use detonate (fire only).
15. Body of the Sun (Su): The berserker can spend 8 of his daily rounds of spirit trance and use elemental body IV (fire only).
19. Fiery Body (Su): The berserker can spend 10 of his daily rounds of spirit trance and use fiery body.
20. The berserker gains fire resistance 30, doubles the duration of his Sun spirit powers, and adds an amount of fire damage equal to his Charisma modifier to his melee and ranged attacks.

AERIAL MASTER
The aerial master is an archetype of the summoner that specializes in commanding the spirits of the air. Their aerial servants allow them to float down from great heights, leap through the air with ease, and eventually soar amongst the clouds.

Aerial Servant

An aerial master begins play with the ability to summon to his side a powerful outsider called an eidolon. The eidolon forms a link with the aerial master, who, forever after, summons an aspect of the same creature. An eidolon has the same alignment as the aerial master that calls it and can speak all of his languages. Eidolons are treated as summoned creatures, except that they are not sent back to their home plane until reduced to a number of negative hit points equal to or greater than their Constitution score. In addition, due to its tie to its aerial master, an eidolon can touch and attack creatures warded by protection from evil and similar effects that prevent contact with summoned creatures.

An aerial master can summon his eidolon in a ritual that takes 1 minute to perform. When summoned in this way, the eidolon hit points are unchanged from the last time it was dismissed or banished. The only exception to this is if the eidolon was slain, in which case it returns with half its normal hit points. The eidolon does not heal naturally. The eidolon remains until dismissed by the aerial master (a standard action). If the eidolon is sent back to its home plane due to death, it cannot be summoned again until the following day. The eidolon cannot be sent back to its home plane by means of dispel magic, but spells such as dismissal and banishment work normally. If the aerial master is unconscious, asleep, or killed, his eidolon is immediately banished. The eidolon takes a form shaped by the aerial master’s desires, but always appears as an airy or wispy form, similar to an air elemental. The eidolon’s Hit Dice, saving throws, skills, feats, and abilities are tied to the aerial master’s class level and increase as the aerial master gains levels. In addition, each eidolon receives a pool of evolution points, based on the aerial master’s class level, that can be used to give the eidolon different abilities and powers. The aerial servant gains the magic flight evolution; aerial servants reduce the number of evolution points a standard eidolon gets by 2. Do to the airy nature of the aerial master’s aerial servant, the two can share the same space without penalty. Whenever the aerial master gains a level, he must decide how these points are spent, and they are set until he gains another level of aerial master.

The eidolon’s physical appearance is up to the aerial master, but it always appears as some sort of fantastical creature similar in appearance to an air elemental. This control is not fine enough to make the eidolon appear like a specific creature. The eidolon also bears a glowing rune that is identical to a rune that appears on the aerial master’s forehead as long as the eidolon is summoned. While this rune can be hidden through mundane means, it cannot be concealed through magic that changes appearance, such as alter self or polymorph (although invisibility does conceal it as long as the spell lasts).

This replaces the standard summoner’s eidolon.

Domain (Su): The aerial master selects one of the following domains: Air, Animal (Feather sub-domain only), Fire (Smoke sub-domain only), Travel, or Weather. A number of times per day equal to 3 + his Charisma modifier, the aerial master can cast the 1st level spell from his chosen domain. At 3rd level, and every 2 levels thereafter, the aerial servant gains access to the next higher level spell of his selected domain, up to 9th level spells at 17th level. At 19th level, the aerial servant gains the ability to cast winds of vengeance. The aerial master uses his class level as his cleric level for the purposes of determining the special abilities gained by his chosen domain.
This ability replaces the standard summoner’s Summon Monster ability.

Wind Sense (Sp): Beginning at 2nd level, a number of rounds per day equal to his level, the aerial master can use feather fall or jump. At 4th level, aerial master can use glide or levitate. These rounds do not need to be consecutive. The aerial master must be within the space or reach of his aerial servant to use these abilities.
This ability replaces the standard summoner’s Bond Senses ability.

Sky Call (sp): Beginning at 6th level, a number of minutes per day equal to his level, the aerial master can fly with a speed and maneuverability equal to his aerial servant‘s. These minutes do not need to be consecutive, but they must be used in 1 minute increments. The aerial master must be within the space or reach of his aerial servant to use these abilities.
This ability replaces the standard summoner’s Maker’s Call ability.

Greater Sky Call (Sp): Beginning at 8th level, a number of hours per day equal to his level, the aerial master can fly with a speed and maneuverability equal to his aerial servant‘s. These hours do not need to be consecutive, but they must be used in 1 hour increments. The aerial master must be within the space or reach of his aerial servant to use these abilities.
This ability replaces the standard summoner’s Transposition ability.

Aspect of the Sky (Sp): Beginning at 10th level, the aerial master can transfer up to 2 evolution points from his aerial servant to himself and grant himself a fly speed of 30 ft. per evolution point, with perfect maneuverability.
This ability replaces the standard summoner’s Aspect ability.

Wind Walk (Sp): Beginning at 16th level, the aerial master can use wind walk a number of hours per day equal to his level. The aerial master, and any allies he selects to be transported with him, must be within the space or reach of his aerial servant to use this ability.
This ability replaces the standard summoner’s Merge Forms ability.

Greater Aspect of the Sky (Sp): Beginning at 18th level, the aerial master can transfer up to 6 evolution points from his aerial servant to himself and grant himself a fly speed of 30 feet per evolution point, with perfect maneuverability. This reduces the aerial servant’s evolution pool by only 1 for every 2 evolution points granted to the aerial master.
This ability replaces the standard summoner’s Greater Aspect ability.